Mam taki problem z poniższym pluginem, że sprites z zadawanymi obrażeniami jest widoczny dla wszystkich.
I teraz moje pytanie brzmi, jak przerobić go tak aby był widoczny tylko i wyłącznie dla atakującego?
public fwdAddToFullPack_Post( es, e, ent, host, host_flags, player, p_set )
{
if (!is_nullent(ent) && get_entvar(ent,var_owner) == host && host != ent)
{
if(iMeters > 9) set_es( es , ES_Scale , 5.37/19)
else if(iMeters > 4 && iMeters < 9) set_es( es , ES_Scale , 3.20/22)
else set_es( es , ES_Scale , iMeters/25);
}
return FMRES_IGNORED;
}
public CBasePlayer_TakeDamage(const victim, inflictor, const attacker, Float:damage)
{
if(victim == attacker || !rg_is_player_can_takedamage(victim, attacker) || !is_user_connected(attacker))
return HC_CONTINUE;
new Float:kOrigin[ 3 ], Float:vOrigin[ 3 ]
pev( attacker, pev_origin, kOrigin )
pev( victim, pev_origin, vOrigin )
iDist = get_distance_f( kOrigin, vOrigin )
iMeters = iDist * 0.0254
new MODEL_ent = rg_create_entity("env_sprite")
if(!is_nullent(MODEL_ent)){
new Float:Color[3] , Float:Velocity[3] , Float:Origin[3] , Float:height = 25 + ( random_num(0,3) * 7.0 )
Velocity[2] = 20.0
Velocity[1] = random_float(-4.0,4.0)
Velocity[0] = random_float(-4.0,4.0)
Color[0] = 255.0
Color[1] = floatround(damage) > 100 ? 0.0 : ((255.0 - ( floatround(damage) * 4.55 )) * ( 1.0 - (floatround(damage)/100.0) ) )
Color[2] = Color[1]
get_entvar( victim , var_origin , Origin )
if(iMeters > 7) Origin[2] += height * 1.05
else Origin[2] += height
set_entvar( MODEL_ent , var_owner , attacker)
set_entvar( MODEL_ent , var_model , Numbers_Model)
set_entvar( MODEL_ent , var_modelindex , Numbers_Modelindex)
set_entvar( MODEL_ent , var_rendermode , kRenderTransAdd)
set_entvar( MODEL_ent , var_movetype,MOVETYPE_NOCLIP)
set_entvar( MODEL_ent , var_renderamt , 300.0)
set_entvar( MODEL_ent , var_scale , 0.0)
set_entvar( MODEL_ent , var_rendercolor,Color)
set_entvar( MODEL_ent , var_velocity , Velocity )
set_entvar( MODEL_ent , var_origin , Origin )
set_entvar( MODEL_ent , var_frame , damage )
DecreaseSpeed(MODEL_ent)
SetThink(MODEL_ent, "ReducingTransparency")
ReducingTransparency( MODEL_ent )
}
return HC_CONTINUE;
}
public DecreaseSpeed(ent){
if ( !is_nullent(ent)){
new Float:Velocity[3]
get_entvar( ent , var_velocity ,Velocity )
Velocity[2] -= 1.0
set_entvar( ent , var_velocity ,Velocity )
set_task(1.0,"DecreaseSpeed",ent)
}
}
public ReducingTransparency(ent){
static Float:Renderamt
get_entvar( ent , var_renderamt ,Renderamt )
Renderamt -= 10.0
if ( Renderamt < 10 )
set_entvar( ent , var_flags , FL_KILLME ) , remove_task(ent)
else {
set_entvar( ent , var_renderamt , Renderamt )
set_entvar(ent, var_nextthink, get_gametime( ) + 0.2)
}
}


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